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Welcome to another development diary for Europa Universalis IV and today we focus on warfare. Yes, you knew this dev diary was coming, didn’t you? It’s really quite difficult to play the game without understanding how the armies work.

Warfare is one of the most important aspects of Europa Universalis IV, and over the almost 400 years of gameplay, armies and navies will be your prime instruments of power when you go to war. You need to be aware of the different units of your armies and their strengths and weaknesses.
So, it is time to build some armies and go to war! In times of war, you will have to raise and maintain armies and fleets, conquer nations and project your power onto the world. You see them standing, moving and fighting on the map.

Battlefield casualties and general attrition will naturally reduce the number of men or quality of ships available to you as you play, but armies will be slowly reinforced and navies in a safe port will slowly be repaired. As you upgrade your technology, you will unlock different types of these units, each with different offensive and defensive characteristics. Some have attributes that favor the attack, some favor the defense, and others are suited for a more balanced approach. Each approach has its advantages and disadvantages depending on your circumstances, and it will be up to you to decide what kind of army you want.

Land Units
Just as in earlier Europa Universalis games, land units are divided into infantry, cavalry and artillery. As you move through the ages, your armies will evolve from men-at-arms and armored knights to advanced musketmen and dragoons, and everything in between. The specific types of unit available to you, and its offensive and defensive abilities, are also dependent on your culture. Asian countries can get samurai cavalry, for example, but you won’t find these guys riding around Spain unless you send them there.

You select your preferred unit type of your land units, as you discover them through technology. This interface allows you to select the focus of your military forces. Each unit you build represents a force of 1000 men.

Infantry will be the bulk of your army. They are your cheapest units, and don’t take long to recruit. Your cavalry are the force you rely on in a battle to hit the flanks of an outnumbered enemy or chase down those that can’t stand against you. They cost about double what an infantryman does. Artillery only become available at Land Technology Level 7 (Limber) and they are most important for their firepower on the battlefield and their effectiveness during sieges.

When you build your armies, keep in mind that an army that is more cavalry than infantry loses the “combined arms” advantage. Cavalry could be very powerful and fast at times in this era, but rarely outnumbered foot soldiers on the battlefield.

In the military menu, you can see four columns with data on the land units. First there is the power, second the ability during fire, third is ability during shock, and finally the number of regiments you have of that category.

Naval Units
There are four types of ships: heavy ships, light ships, galleys and transports. Unlike armies, each construction represents individual ships and have a strength measured in a percentage – a ship at 100% is in perfect health. Ships take damage in battles, of course, but also if they are in the open sea for too long. (This is naval attrition.) Ships only repair when in port.

Each naval unit has characteristics, just like army units. There are no longer any separate fire/shock values per ship type, as a ship-based gun is basically a gun. However, every type of ship has a different number of cannons, and a different hull size. There are also ideas that improve your ships ability to fight, or as we call it, the ships’ power.

The four different ship types have different purposes. Your main battle fleet will be composed of heavy ships (carracks, galleons, etc.). Light ships (barques, caravels, frigates, etc.) have better speed and are OK in a fight but will mostly be used to protect and project your trade power. Galleys (and later galleases and chebecks) are designed for fighting in inland seas and enclosed bodies of water. Your transports (cogs, flytes, merchantmen, etc.) are, as the name suggests, your lightly armed vessels intended to move troops across the water.

In the military interface, ship types have four columns, first there is the power, second the amount of guns, third is hull size, and finally the numbers of ships you have of that category.

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Leaders
Any military situation calls for extensive knowledge and leadership, and, for a monarch like yourself, how to choose which of the leaders at your service will serve what purpose in the war you just happened to find yourself in. (Clearly this war is not your fault.)

Though you can always put your monarch or a mature heir at the head of your army, you will hire most of your leaders from the general population. You can recruit generals, admirals, conquistadors and explorers as leaders. Generals and conquistadors, as land leaders, cost you 25 Military Power. Admirals and explorers, as naval leaders, cost you 25 Diplomatic Power. Once you’ve hired a leader, it can be assigned to lead any army or naval unit. As expected, generals are used to lead armies and admirals are used to lead navies. Assign conquistadors and explorers to units you wish to send far away or to uncharted lands – these are the only units that can venture into unexplored parts of the map (those sections covered by a white fog).

The skill of a leader determines how good he is at performing different strategies and tactics in combat. Leader skill is partly related to your nation’s military or naval tradition; countries with a history of warfare will be more likely to notice these talents among soldiers or general citizenry.

The four different attributes of leaders are scored from 0 to 6. “Fire” is their ability to direct the use of gunpowder or missile weapons. “Shock” measures how well the leader is at assaults, charges, whatever happens when ranged combat turns to man-to-man action. “Maneuver” is the ability of a leader to move his troops through land safely and get his forces into the right position for battle. Finally, the “Siege” attribute is most important for quickly taking down enemy cities. Paying close attention to these may be the difference between defeating an army twice your size or getting crushed.

Every leader (except your current ruler or heir) costs one military power each month to maintain. This puts a soft cap on the amount of leaders a nation can have at the same time. This also means that a monarch with low military skill and a poor selection of military advisors could find himself running a deficit in military power if he has too many generals. If you find yourself running low on military power, you can always dismiss your leaders, but this means you lose their services permanently.

Mercenaries
Every country has its own pool of mercenaries which replenishes over time, but the number of mercenaries you have already recruited impacts how many there are available for you. This isn’t an endless pool of soldiers for you to draw from. There are ideas that increase the size of the pool, as well as reducing the maintenance or cost of mercenaries. There are only mercenaries on land – you can’t hire renegade naval forces to fight for you.

Mercenaries do count against your land force limits – they are not a way to get around the costs of having to field an army that is already stretching your budget. But they do have a couple of advantages in certain situations. First, they are faster to recruit, so if you have seen your main force destroyed but can afford to get new men, mercenaries will get you back in the fight faster. Also, mercenaries fight just as well as regular troops and can be led by your generals and conquistadors if necessary. The best part is that they don't cost any manpower to reinforce, so while they fight and die, you can rebuild your own population for a later war. They are a vital part of any nation’s armed forces, and rich countries can benefit from them quite a lot.

ps. And in case you haven´t read this yet:
Paradox Hands-On Special: Master Class – Europa Universalis IV at Strategy Informer
“After crushing their main army, I then had a sudden wave of conscience as I felt bad for betraying my former allies, so I quickly ended the war in exchange for one of the core provinces I needed.”
http://www.strategyinformer.com/editorials/21807/paradox-hands-on-special-master-class
 

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George LeS

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Please do some more historical Navel research before you commit to that model please.

There are some glaring errors in that navel war model.

During most of your game period, there was almost no class of ship that was thought of as "Transport" or a heavy ship. The only difference between a war ship and a transport were how many guns got loaded onto the ship. For example: during the Dutch English wars, both sides simply converted there merchant galleons into war galleons simply by adding guns to them. Yes the Flyte was more of a dedicated merchant ship, but this was the exception rather than the rule. Another example of this was the Carrack, the Iberians used the carrack as both a transport AND a war ship.

Even in terms of the merchantman and flyte, the number of guns these ships would carry varied significantly depending on the perceived danger level expected for their journey.

Another error is that heavy ships remain the main ship of battle throughout the time period. This is also a huge error. Heavy ships started and ended the era as main battle ships, but for period of about 100 years for much of the 16th century and early 17th century, Iberian heavy ships were being completely outclassed by English and Dutch "race build galleons". These ships were specifically built to be lighter and it wasn't until the 17th century did these ships start to become big again.

As for the Caravel, it was both a big ship and a light ship. Caravel refers to type of ship design that was build in a wide range of sizes. For example, the Portuguese took control of the trade headed from India to the middle east using a fleet of large "War Caravels".

Finally no realistic simulation of world navel history would be complete without a nod to advanced Chinese ship design. Some of the Chinese warships actually had metal hull and completely outclassed European ships until the 17th century.

Sort of.

You are certainly right about the lack of a clear line between merchant and warships, early on. However, for game purposes, the smaller armament and crew can be seen as necessary to the transport mission. IRL, what the game treats as a few transports really represents a very large number of ships.

However, I think you exaggerate the degree this was still true in the Dutch wars. Yes, they did commission lots of merchantmen, rearmed as warships. But if you look at the battles and the fleets' organization, the emphasis was on the big ships built as such. The tactical role of smaller ships was support of the big ships, which is why they disappear from the battle fleet when the line becomes universal.

Along the same line, the galleons of the 16th C *were* big ships. A new type, different from carracks, yes, and smaller, yes, but they were the main battle ships of the day. They were absolutely not "light ships" in the sense the game means. (Granted, there were some small "race-built galleons", but even here, they were much larger than the pinnaces etc which fulfilled the scouting/trade role which is the essential feature of light ships.)

Again, the real "main ship of battle" prior to the galleon, was the galley. Carracks were an expensive and only sometimes effective counter.

Finally, I am unconvinced about the Chinese superiority. Partly because the exact nature of the ships is somewhat conjectural, but mostly because, whatever the hardware, they did not use them to project the kind of seapower the Portuguese brought to the East. To my mind, it is all too easy to overrate the value of Chinese ships in a way akin to overrating the Somuas and Chars of 1940 vs the Pz IIs, IIIs, & IVs they opposed. Maybe they were "better" units, but they did not have the same effect.

...

Also, are galleys able to traverse the Atlantic Ocean as it did in EU3? It seem rather odd to be seeing galleys crossing such deep oceans and I'm not aware of any such ships ever crossing it in RL history, suggesting it's very unsuitable for deep waters.

It is absurd, but has been a feature of all the EU series. At least in I & II, the player's galleys attrited heavily in all-sea zones.
 

Grubnessul

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Also, are galleys able to traverse the Atlantic Ocean as it did in EU3? It seem rather odd to be seeing galleys crossing such deep oceans and I'm not aware of any such ships ever crossing it in RL history, suggesting it's very unsuitable for deep waters.
In my experience, galleys fell pretty much apart as soon as you sailed them out of the Mediterranean in EU3...
 

George LeS

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takedown47

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I already knew the military system was going to be pretty much the same from EU3, but I'm still disappointed by it. The homogenous unit compositions and just throwing units at a battle until you win is so boring.

+1
 

Paro

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Is there going to be a way to make troops from a menu and have a gathering point like in March of the Eagles? Clicking on each province individually and then gathering each unit when they are ready is kind of tedious.
 

Korsan82

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When you build your armies, keep in mind that an army that is more cavalry than infantry loses the “combined arms” advantage. Cavalry could be very powerful and fast at times in this era, but rarely outnumbered foot soldiers on the battlefield.

Could it be that the armies consisted of infantry mainly because it was cheaper? I remember the riders of Rohan having no infantry and nobody came and said "we lose the combined arms bonus!"... Well, example might be a little ahistoric but you know what I mean :)
 

unmerged(63836)

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Could it be that the armies consisted of infantry mainly because it was cheaper? I remember the riders of Rohan having no infantry and nobody came and said "we lose the combined arms bonus!"... Well, example might be a little ahistoric but you know what I mean :)

'Winged' hussars would be historical equivalent. ;) They did beat few times more numerous armies on many occasions. But, something tells me that it would be just emulated via National Ideas for Poland-Lithuania, and developing your country to be concentrated on cavalry would not be viable option available to everyone.
 

unmerged(200028)

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I've noticed a stark similarity to EU3 here. I was hoping for more detail, especially in the form of multiple unit types within a category that you could choose from (for instance, you could build "Tercio Pikemen" and "Free Shooter Infrantry" alongside each other for composite effect). I suppose you can't have your cake and eat it too, though.
 

Strager

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Wow! EU4 combat = EU3.
What a let down.

I have to agree - considering that combat was the weakest part of an otherwise phenominal game, I was really hoping they would make a big focus on getting it right this time out. Instead they are "fixing" the one area that didn't need to be fixed (making the "great" countries even better at the expense of all the smaller countries that I loved to play- the best part of EU3 was taking a small country like Gelre or Tripoli and turning it into a world spanning empire) and seem to have completely ignored the games biggest fault.

Any chance we can at least get rid of the Shock/Siege/Crush/Whatever stages and make combat at least make sense and be easy to "eyeball" two armies (without going into any menus) and tell which one would win if they went up against each other?
 

Zenith Darksea

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So combat and the military in EU4 will be essentially identical to that in EU3 (except that you've got rid of the ships' shock value). Obviously we can't judge anything until we play the actual game, but I must say that each dev diary (with the exception of the ones on trade, religion, and monarch power) has 'revealed' features that are deeply familiar to me. Any chance of a dev diary surprising me, I wonder?
 

extox

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meh.

This is a disappointment. Was hoping for some substantive improvement on the bland EU3 model. All DD's cant be winners. Im sure the game will be fun especially if this simple system gets ai improvement. I remember that when Devine Wind came out a small amount of work in the ai military logic made that game immensely more fun to play.
 

nalivayko

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I have to agree - considering that combat was the weakest part of an otherwise phenominal game, I was really hoping they would make a big focus on getting it right this time out. Instead they are "fixing" the one area that didn't need to be fixed (making the "great" countries even better at the expense of all the smaller countries that I loved to play- the best part of EU3 was taking a small country like Gelre or Tripoli and turning it into a world spanning empire) and seem to have completely ignored the games biggest fault.

Any chance we can at least get rid of the Shock/Siege/Crush/Whatever stages and make combat at least make sense and be easy to "eyeball" two armies (without going into any menus) and tell which one would win if they went up against each other?

I, for one, welcome the changes to "major powers". It is not a challenge to take Gelre to greatness, when France implodes every chance it gets (for example's sake). Hopefully, in EU4, when I build my small nation up, our few 1st tier nations will have enough fight left in them to keep the game interesting.
 

AndreasPhokas

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i wish you can do a "call garrison" during a field battle on a province. IE 10k prussians are fighting 13k invading pomeranians. The prussians call on their garrison giving them 11k troops but if they lose the battle then the pommeranians immediately capture the province. Help make battles feel more decisive imo
 

AdkEric

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I, for one, welcome the changes to "major powers". It is not a challenge to take Gelre to greatness, when France implodes every chance it gets (for example's sake). Hopefully, in EU4, when I build my small nation up, our few 1st tier nations will have enough fight left in them to keep the game interesting.

In most of my single player EU3 games, France does not implode and is a powerhouse in western Europe as time goes on... It's the most consistent power I'd say in all of my games, even moreso than England.
 

Easy Max

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I think that most of you guys are TOTALLY missing the point. Complaining that combat is the same when you dont realize that while *combat* remains largely unchanged, *WAR* has been COMPLETELY redesigned is kindof ridiculous. That whole facet of gameplay will be very, very different.

The act of fighting a war is now going to be 20 times more traumatic and difficult, and will require a vast new approach to playing the game. So what if the mechanics of the actual combat are mostly similar?

Also - you're not seeing the massive benefit in using the same combat system from EUIII - it WORKS. All of us Paradox vets can think back to practically every single paradox game that's been released in the last ten years... how many of them had combat systems that were both extremely well balanced and fun? Narrowing in on zero. Every one of them is always a work in progress... but by taking the existing EUIII combat system and applying it to EUIV, we're going to start with one that's waaaay more polished, balanced and actually functional.
 

1alexey

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Also, are galleys able to traverse the Atlantic Ocean as it did in EU3? It seem rather odd to be seeing galleys crossing such deep oceans and I'm not aware of any such ships ever crossing it in RL history, suggesting it's very unsuitable for deep waters.
I` pretty sure boays that Vikings used yo cross atlantic were "galleys", for lack of better term for seaworthy ship with paddle.
 

No idea

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I think they posted an EU3 DD from 2006 by mistake.

Lol, yes, that was my first (and last) impression.

I hoped that the combat system would be a bit more sophisticated. Nothing revolutionary but a bit different. Anyway, at least i really hope thta we wont see any portuguese galloglaih infantry this time. It made my eyes bleed
 

Niptium

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That's a great text overlap bug you got here

uBKLzjM.jpg
 
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